require "Polycode/SceneEntity" class "Skeleton" (SceneEntity) function Skeleton:Skeleton(...) for k,v in pairs(arg) do if type(v) == "table" then if v.__ptr ~= nil then arg[k] = v.__ptr end end end if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then self.__ptr = Polycore.Skeleton(unpack(arg)) end end function Skeleton:loadSkeleton(fileName) local retVal = Polycore.Skeleton_loadSkeleton(self.__ptr, fileName) end function Skeleton:playAnimation(animName) local retVal = Polycore.Skeleton_playAnimation(self.__ptr, animName) end function Skeleton:playAnimationByIndex(index) local retVal = Polycore.Skeleton_playAnimationByIndex(self.__ptr, index) end function Skeleton:addAnimation(name, fileName) local retVal = Polycore.Skeleton_addAnimation(self.__ptr, name, fileName) end function Skeleton:getAnimation(name) local retVal = Polycore.Skeleton_getAnimation(self.__ptr, name) if Polycore.__ptr_lookup[retVal] ~= nil then return Polycore.__ptr_lookup[retVal] else Polycore.__ptr_lookup[retVal] = SkeletonAnimation("__skip_ptr__") Polycore.__ptr_lookup[retVal].__ptr = retVal return Polycore.__ptr_lookup[retVal] end end function Skeleton:Update() local retVal = Polycore.Skeleton_Update(self.__ptr) end function Skeleton:getBoneByName(name) local retVal = Polycore.Skeleton_getBoneByName(self.__ptr, name) if Polycore.__ptr_lookup[retVal] ~= nil then return Polycore.__ptr_lookup[retVal] else Polycore.__ptr_lookup[retVal] = Bone("__skip_ptr__") Polycore.__ptr_lookup[retVal].__ptr = retVal return Polycore.__ptr_lookup[retVal] end end function Skeleton:bonesVisible(val) local retVal = Polycore.Skeleton_bonesVisible(self.__ptr, val) end function Skeleton:enableBoneLabels(labelFont, size, scale, labelColor) local retVal = Polycore.Skeleton_enableBoneLabels(self.__ptr, labelFont, size, scale, labelColor.__ptr) end function Skeleton:getNumBones() local retVal = Polycore.Skeleton_getNumBones(self.__ptr) return retVal end function Skeleton:getBone(index) local retVal = Polycore.Skeleton_getBone(self.__ptr, index) if Polycore.__ptr_lookup[retVal] ~= nil then return Polycore.__ptr_lookup[retVal] else Polycore.__ptr_lookup[retVal] = Bone("__skip_ptr__") Polycore.__ptr_lookup[retVal].__ptr = retVal return Polycore.__ptr_lookup[retVal] end end function Skeleton:getCurrentAnimation() local retVal = Polycore.Skeleton_getCurrentAnimation(self.__ptr) if Polycore.__ptr_lookup[retVal] ~= nil then return Polycore.__ptr_lookup[retVal] else Polycore.__ptr_lookup[retVal] = SkeletonAnimation("__skip_ptr__") Polycore.__ptr_lookup[retVal].__ptr = retVal return Polycore.__ptr_lookup[retVal] end end